/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== weapons.cpp ======================================================== functions governing the selection/use of weapons for players */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "soundent.h" #include "decals.h" #include "gamerules.h" extern CGraph WorldGraph; extern int gEvilImpulse101; #define NOT_USED 255 DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr"; DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS]; extern int gmsgCurWeapon; MULTIDAMAGE gMultiDamage; #define TRACER_FREQ 4 // Tracers fire every fourth bullet //========================================================= // MaxAmmoCarry - pass in a name and this function will tell // you the maximum amount of that type of ammunition that a // player can carry. //========================================================= int MaxAmmoCarry( int iszName ) { for ( int i = 0; i < MAX_WEAPONS; i++ ) { if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1; if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2; } ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) ); return -1; } /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ // // ClearMultiDamage - resets the global multi damage accumulator // void ClearMultiDamage(void) { gMultiDamage.pEntity = NULL; gMultiDamage.amount = 0; gMultiDamage.type = 0; } // // ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity // // GLOBALS USED: // gMultiDamage void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { Vector vecSpot1;//where blood comes from Vector vecDir;//direction blood should go TraceResult tr; if ( !gMultiDamage.pEntity ) return; gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); } // GLOBALS USED: // gMultiDamage void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { if ( !pEntity ) return; gMultiDamage.type |= bitsDamageType; if ( pEntity != gMultiDamage.pEntity ) { ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker! gMultiDamage.pEntity = pEntity; gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; } /* ================ SpawnBlood ================ */ void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); } int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { if ( !pEntity ) return (DECAL_GUNSHOT1 + RANDOM_LONG(0,4)); return pEntity->DamageDecal( bitsDamageType ); } void DecalGunshot( TraceResult *pTrace, int iBulletType ) { // Is the entity valid if ( !UTIL_IsValidEntity( pTrace->pHit ) ) return; if ( VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP ) { CBaseEntity *pEntity = NULL; // Decal the wall with a gunshot if ( !FNullEnt(pTrace->pHit) ) pEntity = CBaseEntity::Instance(pTrace->pHit); switch( iBulletType ) { case BULLET_PLAYER_9MM: case BULLET_MONSTER_9MM: case BULLET_PLAYER_MP5: case BULLET_MONSTER_MP5: case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_357: default: // smoke and decal UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) ); break; case BULLET_MONSTER_12MM: // smoke and decal UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) ); break; case BULLET_PLAYER_CROWBAR: // wall decal UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) ); break; } } } // // EjectBrass - tosses a brass shell from passed origin at passed velocity // void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { // FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); WRITE_BYTE( TE_MODEL); WRITE_COORD( vecOrigin.x); WRITE_COORD( vecOrigin.y); WRITE_COORD( vecOrigin.z); WRITE_COORD( vecVelocity.x); WRITE_COORD( vecVelocity.y); WRITE_COORD( vecVelocity.z); WRITE_ANGLE( rotation ); WRITE_SHORT( model ); WRITE_BYTE ( soundtype); WRITE_BYTE ( 25 );// 2.5 seconds MESSAGE_END(); } #if 0 // UNDONE: This is no longer used? void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); WRITE_BYTE ( TE_EXPLODEMODEL ); WRITE_COORD( vecOrigin.x ); WRITE_COORD( vecOrigin.y ); WRITE_COORD( vecOrigin.z ); WRITE_COORD( speed ); WRITE_SHORT( model ); WRITE_SHORT( count ); WRITE_BYTE ( 15 );// 1.5 seconds MESSAGE_END(); } #endif int giAmmoIndex = 0; // Precaches the ammo and queues the ammo info for sending to clients void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { // make sure it's not already in the registry for ( int i = 0; i < MAX_AMMO_SLOTS; i++ ) { if ( !CBasePlayerItem::AmmoInfoArray[i].pszName) continue; if ( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 ) return; // ammo already in registry, just quite } giAmmoIndex++; ASSERT( giAmmoIndex < MAX_AMMO_SLOTS ); if ( giAmmoIndex >= MAX_AMMO_SLOTS ) giAmmoIndex = 0; CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname; CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant } // Precaches the weapon and queues the weapon info for sending to clients void UTIL_PrecacheOtherWeapon( const char *szClassname ) { edict_t *pent; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) ); if ( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" ); return; } CBaseEntity *pEntity = CBaseEntity::Instance (VARS( pent )); if (pEntity) { ItemInfo II; pEntity->Precache( ); memset( &II, 0, sizeof II ); if ( ((CBasePlayerItem*)pEntity)->GetItemInfo( &II ) ) { CBasePlayerItem::ItemInfoArray[II.iId] = II; if ( II.pszAmmo1 && *II.pszAmmo1 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo1 ); } if ( II.pszAmmo2 && *II.pszAmmo2 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo2 ); } memset( &II, 0, sizeof II ); } } REMOVE_ENTITY(pent); } // called by worldspawn void W_Precache(void) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // Discwar UTIL_PrecacheOtherWeapon( "weapon_disc" ); UTIL_PrecacheOther( "disc" ); } TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ), //DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating ); TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = { DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ) , reset to zero on load so hud gets updated correctly // DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly }; IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem ); void CBasePlayerItem :: SetObjectCollisionBox( void ) { pev->absmin = pev->origin + Vector(-24, -24, 0); pev->absmax = pev->origin + Vector(24, 24, 16); } //========================================================= // Sets up movetype, size, solidtype for a new weapon. //========================================================= void CBasePlayerItem :: FallInit( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground. SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( &CBasePlayerItem::FallThink ); pev->nextthink = gpGlobals->time + 0.1; } //========================================================= // FallThink - Items that have just spawned run this think // to catch them when they hit the ground. Once we're sure // that the object is grounded, we change its solid type // to trigger and set it in a large box that helps the // player get it. //========================================================= void CBasePlayerItem::FallThink ( void ) { pev->nextthink = gpGlobals->time + 0.1; if ( pev->flags & FL_ONGROUND ) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if ( !FNullEnt( pev->owner ) ) { int pitch = 95 + RANDOM_LONG(0,29); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch); } // lie flat pev->angles.x = 0; pev->angles.z = 0; Materialize(); } } //========================================================= // Materialize - make a CBasePlayerItem visible and tangible //========================================================= void CBasePlayerItem::Materialize( void ) { if ( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } pev->solid = SOLID_TRIGGER; UTIL_SetOrigin( pev, pev->origin );// link into world. SetTouch (&CBasePlayerItem::DefaultTouch); SetThink (NULL); } //========================================================= // AttemptToMaterialize - the item is trying to rematerialize, // should it do so now or wait longer? //========================================================= void CBasePlayerItem::AttemptToMaterialize( void ) { float time = g_pGameRules->FlWeaponTryRespawn( this ); if ( time == 0 ) { Materialize(); return; } pev->nextthink = gpGlobals->time + time; } //========================================================= // CheckRespawn - a player is taking this weapon, should // it respawn? //========================================================= void CBasePlayerItem :: CheckRespawn ( void ) { switch ( g_pGameRules->WeaponShouldRespawn( this ) ) { case GR_WEAPON_RESPAWN_YES: Respawn(); break; case GR_WEAPON_RESPAWN_NO: return; break; } } //========================================================= // Respawn- this item is already in the world, but it is // invisible and intangible. Make it visible and tangible. //========================================================= CBaseEntity* CBasePlayerItem::Respawn( void ) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); if ( pNewWeapon ) { pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now pNewWeapon->SetTouch( NULL );// no touch pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize ); DROP_TO_FLOOR ( ENT(pev) ); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this ); } else { ALERT ( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) ); } return pNewWeapon; } void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { // if it's not a player, ignore if ( !pOther->IsPlayer() ) return; CBasePlayer *pPlayer = (CBasePlayer *)pOther; // can I have this? if ( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) ) { if ( gEvilImpulse101 ) { UTIL_Remove( this ); } return; } if (pOther->AddPlayerItem( this )) { AttachToPlayer( pPlayer ); EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM); } SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen? } BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted ) { if ( !isPredicted ) { return ( attack_time <= curtime ) ? TRUE : FALSE; } else { return ( attack_time <= 0.0 ) ? TRUE : FALSE; } } void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { Reload(); return; } } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } } void CBasePlayerItem::DestroyItem( void ) { if ( m_pPlayer ) { // if attached to a player, remove. m_pPlayer->RemovePlayerItem( this ); } Kill( ); } int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { m_pPlayer = pPlayer; return TRUE; } void CBasePlayerItem::Drop( void ) { SetTouch( NULL ); SetThink(&CBasePlayerItem::SUB_Remove); pev->nextthink = gpGlobals->time + .1; } void CBasePlayerItem::Kill( void ) { SetTouch( NULL ); SetThink(&CBasePlayerItem::SUB_Remove); pev->nextthink = gpGlobals->time + .1; } void CBasePlayerItem::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { pev->movetype = MOVETYPE_FOLLOW; pev->solid = SOLID_NOT; pev->aiment = pPlayer->edict(); pev->effects = EF_NODRAW; // ?? pev->modelindex = 0;// server won't send down to clients if modelindex == 0 pev->model = iStringNull; pev->owner = pPlayer->edict(); pev->nextthink = gpGlobals->time + .1; SetTouch( NULL ); } // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { if ( m_iDefaultAmmo ) { return ExtractAmmo( (CBasePlayerWeapon *)pOriginal ); } else { // a dead player dropped this. return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal ); } } int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); pPlayer->pev->weapons |= (1<GetAmmoIndex( pszAmmo1() ); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } if (bResult) return AddWeapon( ); return FALSE; } int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { BOOL bSend = FALSE; int state = 0; if ( pPlayer->m_pActiveItem == this ) { if ( pPlayer->m_fOnTarget ) state = WEAPON_IS_ONTARGET; else state = 1; } // Forcing send of all data! if ( !pPlayer->m_fWeapon ) { bSend = TRUE; } // This is the current or last weapon, so the state will need to be updated if ( this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem ) { if ( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem ) { bSend = TRUE; } } // If the ammo, state, or fov has changed, update the weapon if ( m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV ) { bSend = TRUE; } if ( bSend ) { MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev ); WRITE_BYTE( state ); WRITE_BYTE( m_iId ); WRITE_BYTE( m_iClip ); MESSAGE_END(); m_iClientClip = m_iClip; m_iClientWeaponState = state; pPlayer->m_fWeapon = TRUE; } if ( m_pNext ) m_pNext->UpdateClientData( pPlayer ); return 1; } void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal ) { m_pPlayer->pev->weaponanim = iAnim; if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( pev->body ); // weaponmodel bodygroup. MESSAGE_END(); } BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { int iIdAmmo; if (iMaxClip < 1) { m_iClip = -1; iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } else if (m_iClip == 0) { int i; i = min( m_iClip + iCount, iMaxClip ) - m_iClip; m_iClip += i; iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry ); } else { iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing if (iIdAmmo > 0) { m_iPrimaryAmmoType = iIdAmmo; if (m_pPlayer->HasPlayerItem( this ) ) { // play the "got ammo" sound only if we gave some ammo to a player that already had this gun. // if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us. EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } } return iIdAmmo > 0 ? TRUE : FALSE; } BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { int iIdAmmo; iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMax ); //m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing if (iIdAmmo > 0) { m_iSecondaryAmmoType = iIdAmmo; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return iIdAmmo > 0 ? TRUE : FALSE; } //========================================================= // IsUseable - this function determines whether or not a // weapon is useable by the player in its current state. // (does it have ammo loaded? do I have any ammo for the // weapon?, etc) //========================================================= BOOL CBasePlayerWeapon :: IsUseable( void ) { if ( m_iClip <= 0 ) { if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1 ) { // clip is empty (or nonexistant) and the player has no more ammo of this type. return FALSE; } } return TRUE; } BOOL CBasePlayerWeapon :: CanDeploy( void ) { BOOL bHasAmmo = 0; if ( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } if ( pszAmmo1() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); } if (m_iClip > 0) { bHasAmmo |= 1; } if (!bHasAmmo) { return FALSE; } return TRUE; } BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */ ) { if (!CanDeploy( )) return FALSE; m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); SendWeaponAnim( iAnim, skiplocal ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; return TRUE; } BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (j == 0) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); m_fInReload = TRUE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; return TRUE; } BOOL CBasePlayerWeapon :: PlayEmptySound( void ) { if (m_iPlayEmptySound) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_iPlayEmptySound = 0; return 0; } return 0; } void CBasePlayerWeapon :: ResetEmptySound( void ) { m_iPlayEmptySound = 1; } //========================================================= //========================================================= int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return m_iPrimaryAmmoType; } //========================================================= //========================================================= int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; } void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE; // cancel any reload in progress. m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } void CBasePlayerAmmo::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CBasePlayerAmmo::DefaultTouch ); } CBaseEntity* CBasePlayerAmmo::Respawn( void ) { pev->effects |= EF_NODRAW; SetTouch( NULL ); UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn. SetThink( &CBasePlayerAmmo::Materialize ); pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); return this; } void CBasePlayerAmmo::Materialize( void ) { if ( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } SetTouch( &CBasePlayerAmmo::DefaultTouch ); } void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() ) { return; } if (AddAmmo( pOther )) { if ( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES ) { Respawn(); } else { SetTouch( NULL ); SetThink(&CBasePlayerAmmo::SUB_Remove); pev->nextthink = gpGlobals->time + .1; } } else if (gEvilImpulse101) { // evil impulse 101 hack, kill always SetTouch( NULL ); SetThink(&CBasePlayerAmmo::SUB_Remove); pev->nextthink = gpGlobals->time + .1; } } //========================================================= // called by the new item with the existing item as parameter // // if we call ExtractAmmo(), it's because the player is picking up this type of weapon for // the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it. // if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in // the weapon clip comes along. //========================================================= int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { int iReturn = 0; if ( pszAmmo1() != NULL ) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); m_iDefaultAmmo = 0; } if ( pszAmmo2() != NULL ) { iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); } return iReturn; } //========================================================= // called by the new item's class with the existing item as parameter //========================================================= int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { int iAmmo; if ( m_iClip == WEAPON_NOCLIP ) { iAmmo = 0;// guns with no clips always come empty if they are second-hand } else { iAmmo = m_iClip; } return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType } //========================================================= // RetireWeapon - no more ammo for this gun, put it away. //========================================================= void CBasePlayerWeapon::RetireWeapon( void ) { // first, no viewmodel at all. m_pPlayer->pev->viewmodel = iStringNull; m_pPlayer->pev->weaponmodel = iStringNull; //m_pPlayer->pev->viewmodelindex = NULL; g_pGameRules->GetNextBestWeapon( m_pPlayer, this ); } void CBasePlayerWeapon::PrintState( void ) { }